如何像下面解释的那样统一创建着色器?
How do I create a shader in unity like explained below?
我想创建一个统一的着色器,漫反射纹理将如图所示应用于平面。
现在我可以在平面上将纹理分成四个部分,如下所示
使用此代码
Shader "Custom/bookshader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, float2(IN.uv_MainTex.x*2, IN.uv_MainTex.y*2)) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "Unlit/Mirror"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed GetMask(fixed2 uv){
return step(uv.x,0)*step(uv.y,0);
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uv = (i.uv*2.0+-1.0).rg;
fixed UpRight = GetMask(float2(uv.x,uv.y));
fixed UpLeft = GetMask(float2(-uv.x,uv.y));
fixed DownLeft = GetMask(float2(-uv.x,-uv.y));
fixed DownRight = GetMask(float2(uv.x,-uv.y));
// sample the texture
fixed4 UpRightTex = tex2D(_MainTex, float2(uv.x,uv.y))*UpRight;
fixed4 UpLeftTex = tex2D(_MainTex, float2(-uv.x,uv.y))*UpLeft;
fixed4 DownLeftTex = tex2D(_MainTex, float2(-uv.x,-uv.y))*DownLeft;
fixed4 DownRightTex = tex2D(_MainTex, float2(uv.x,-uv.y))*DownRight;
fixed4 result = max(max(UpRightTex,UpLeftTex),max(DownLeftTex,DownRightTex));
return result;
}
ENDCG
}
}
}
我想创建一个统一的着色器,漫反射纹理将如图所示应用于平面。
现在我可以在平面上将纹理分成四个部分,如下所示
使用此代码
Shader "Custom/bookshader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, float2(IN.uv_MainTex.x*2, IN.uv_MainTex.y*2)) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "Unlit/Mirror"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed GetMask(fixed2 uv){
return step(uv.x,0)*step(uv.y,0);
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uv = (i.uv*2.0+-1.0).rg;
fixed UpRight = GetMask(float2(uv.x,uv.y));
fixed UpLeft = GetMask(float2(-uv.x,uv.y));
fixed DownLeft = GetMask(float2(-uv.x,-uv.y));
fixed DownRight = GetMask(float2(uv.x,-uv.y));
// sample the texture
fixed4 UpRightTex = tex2D(_MainTex, float2(uv.x,uv.y))*UpRight;
fixed4 UpLeftTex = tex2D(_MainTex, float2(-uv.x,uv.y))*UpLeft;
fixed4 DownLeftTex = tex2D(_MainTex, float2(-uv.x,-uv.y))*DownLeft;
fixed4 DownRightTex = tex2D(_MainTex, float2(uv.x,-uv.y))*DownRight;
fixed4 result = max(max(UpRightTex,UpLeftTex),max(DownLeftTex,DownRightTex));
return result;
}
ENDCG
}
}
}